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Tuesday, 4 April 2017

Slow play and more last minute rulings.

We are ruling that screamers do not have wings. The tails are the only part that do not count for LOS.

Also there will be no instances where a model (mainly a knight titan) can shoot an enemy model but not be shot in return. This does not apply to stuff that moves after it shoots. This is just to stop some abuse.

SLOW PLAY REMINDERS Each team has 3 hours per round to finish everything so be aware of time. Timesheets:
It is mandatory to fill in and use the timesheets for each game. Timesheets that are missing when
handing in the scoresheets or those that are not filled in completely, will see a penalty of -5 points per
player for which this is the case. Timesheets help the referees make calls about timing issues, which is a sensitive manner, and it helps players keep track of the time, so using them should be a natural and normal thing. Seen the issues the past years we feel the use of them should now be enforced upon the players.

Slow Play
A minimum of 5 mandatory turns is required to be completed every game. Teams taking armiesor players that take a lot of time should train hard to be able to finish games to turn five within the allotted time frame or not take said armies to the ETC. Again it is the responsibility of the players, not the referees, to make sure games complete at least 5 turns, and that a roll-off for turn 6 happens with time left to play said eventual turn. So once more Teams need to factor this into both their list design and their play-testing or suffer the consequences. If it looks like a game will not reach the end of turn 5, even early on in the game, then it should be brought immediately to the attention of the refs - who will decide based upon the following, but not exclusive, criteria, if any penalties are required:

Number of ref calls by a player (see previous for policing). The referees will have a list of teams and players to keep track of this over the course of the tournament. Refs will align these numbers every round. Calling a ref and waiting or looking for a ref have been common to slow down progression in games over the years so this is a factor to take into consideration. Players calling refs to their tables a lot will be judged with the possibility of foul play and stalling in mind.

Number of models in an army, including summoned units. This can have an effect, especially if 2 big armies are facing each other. As such it is down to the referees to decide if it was unintentional or not.
Time taken to deploy should have been logged on the timesheet. Unlike turns which involve the interaction of both players, the deployment does not. Excessive deployment time can therefore be an indicator of slow play. Then obviously it is down to the discretion of the ref if a player is slow playing on purpose.

It is both players responsibility to ensure games finish in time. Any game that gets reported where players do not play all turns, including random game length, will see both players receive an official warning. If your opponent is too slow, tell him/her to speed up, if it doesn't help, get a judge to help speed things up. If that doesn't happen the above will be strictly applied. Consecutive games where there is the suspicion of slow play will see players that were previously warned incur an automatic infraction penalty.

Thereafter any instance of slow play as deemed by the referees instantly incurs further penalties, cumulatively within even a single round if required.